3 Arkadia Lead Designers: Eugene Fasano, Ken Roberts Rules Development: Eugene Fasano, Ken Roberts, Kyle Fassnacht, Shaun Levin Writing: Eugene Fasano, Ken Roberts Editing: Craig Judd Project Management: Masha Lepire Art Director: Eugene Fasano Graphic Deisgner: Eugene Fasano Cover Illustrator: Javier Charro Cover Illustrator (Alternative Art): Aaron Hain Cartographer: Thekla Kenneison Interior Illustrators: Javier Charro, Xabi Gaztelua, Krist Miha, Mike Szabados Additional Illustrators: Daniel Comerci, Matt Forsyth, Rafa Górniak, Marc Grunert, Necip Can Karakus, Javi Laparra, Michael Malkin, Jeff Miller, Larc Muckenmuller, Dean Spencer, Chirag Tripathy, and Pawel Dobosz of Forge Studio. Some artwork copyright Claudio Pozas, used with permission. Supported by: Charles Buege, Sarah Dietz, Kayla Dorman, Jeffrey F. Goodrich, Kathy and Lorens Fasano, Gemini, Christopher "Cyclops" Macy, Xillius Auerillius Dominimus Maximus III, Ojmaha36, Karamu Phoenix, Tyler Rushford, Steini, Adrien Ternois, and over a thosand other Kickstarter backers. ©2019 Arcana Games LLC (ffifl *)
4 (ffifflffi $*(%fl+* %$ Using This Book ...............................................................5 The Age of Bronze.............................................................5 (* 2 fi&*ffi( 2; ffi) Dwarf....................................................................................6 Field Dwarf.....................................................................9 Volcano Dwarf...............................................................9 Elf.........................................................................................10 Oreyan Elf.....................................................................11 Scyllaean Elf .................................................................11 Nyssian Drow...............................................................12 Human................................................................................14 Orc.......................................................................................17 Phaedran............................................................................18 Satyr................................................................................19 Siren................................................................................20 Gorgon...........................................................................20 Harpy..............................................................................20 Centaur...........................................................................21 fi&*ffi( 3; ")) (fiffi*/&ffi)..................22 Barbarian: Path of the Hero..........................................22 Bard: College of the Muse.............................................24 Cleric: Domain of Fate...................................................26 Druid: Circle of Beasts...................................................28 Fighter: Hoplite................................................................30 Monk: Way of the Gladiator........................................32 Paladin: Oath of Judgement.........................................34 Ranger: Amazon..............................................................36 Rogue: Trickster..............................................................38 Sorcerer: Demigod Bloodline......................................40 Warlock: Dead King Patron.........................................42 Wizard: School of Philosophy....................................44 fi&*ffi( 4; '+ &#ffi$*......................................46 Starting Equipment........................................................46 Wealth.................................................................................46 Armor and Shields..........................................................47 Weapons.............................................................................49 Trinkets..............................................................................50 Ships....................................................................................51 fi&*ffi( 5; ffi*).....................................................52 Feats.....................................................................................52 RacialFeats........................................................................53 (* 3 fi&*ffi( 6; %fl) $fl *$)....................56 Gods...................................................................................57 Titans.................................................................................58 fi&*ffi( 7; fiffi ffi** $ff %ffl (!fl ..................................................................60 Hyperium.........................................................................60 Kryta..................................................................................62 Ithea...................................................................................64 Crixos................................................................................66 Illyria.................................................................................68 fi&*ffi( 8; ff *ffi#).................................70 Common...........................................................................70 Uncommon......................................................................71 Rare....................................................................................73 fi&*ffi( 9; %$)*ffi()......................................76 Gargaros...........................................................................76 Scyllaea.............................................................................79 Nys.....................................................................................83 Psysseria...........................................................................85 Fae......................................................................................89 fi(*ffi( fiffiffi*) & ffi$)ffi %$*ffi$*) 4 5 6 22 100 96 101
5 (ffifflffi In the pages that follow we have endeavoured to create something entirely new: a world informed by the histories and myths of ancient Greece in the context of traditional tabletop roleplaying. It is our hope that many years from now, when a player with their dice, and paper, and dreams of bronze and ruined columns asks how best to play a Greek adventure — the answer will be Arkadia. Eugene Fasano May 2019
6 $*(%fl+* %$ Arkadia is a setting for the fifth edition of the world’s greatest roleplaying game, inspired by the history and myths of ancient Greece. It draws on the spirit of classical antiquity, blending elements of ancient civilizations such as Rome, Egypt, Persia, and of course Greece, with traditional fantasy elements to create something wholly unique. The world of Arkadia presented in this book is one of gods and titans, mythical monsters and epic heroes. Familiar staples of the fantasy genre such as elves, dwarves, and orcs have been reimagined through the lens of Greek mythology and given a new place in this ancient, bronze age world. They exist alongside wonders both new and ancient, reimaginings of the gods, heroes, and myths of a lost age. ) $ff fi ) %%! This book is divided into two parts. Part 1 is a handbook for players. It contains character options such as races, class archetypes, feats, and all the information a player needs to create and customize a character for an adventure in Arkadia. Part 2 is a game master’s guide. It contains details of the setting, monsters, treasure, and everything else a game master might need to run a game in Arkadia. ffffi %ffl (%$0ffi Fantasy Over History. Arkadia is inspired by the history and myths of ancient Greece and the classical world, but it is not a historical setting. Arkadia blends historical elements with those of myth and traditional fantasy to create something new. An Age, Not a Time. Arkadia is not rooted in a year or bound to a chronology of events. The world is painted in broad strokes that depict a sweeping age defined in relation to its mythic past. Bronze Before Iron. Arkadia exists in an age of bronze. Many weapons, armor, and items are different than those you would find in traditional fantasy. Instead of finding rapiers and crossbows in Arkadia you will and take up the spear and sling. Ancient Magic. Though the spells you will be casting in Arkadia are familiar, the style of magic is mythical rather than medieval. To this end, we encourage you to instil your spells with mythic flavor; instead of the spell spirit guardians conjuring angelic figures, it could instead summon a host of spectral hoplites, the spirits of your ancestors or fallen comrades, their arms and armor still scarred and pitted from their final battle. Age of Heroes. Though the presence of the gods can be felt throughout Arkadia, they are distant in a world shaped by the reverberations of their myths. Though their presence and the echoes of their deeds can be felt throughout the world, they are no longer physical beings walking among mortals. It falls to mortal heroes to take up the torch and decide the future of Arkadia. Many Gods. Though certain races, places, and classes in Arkadia are connected to specific gods, all gods are worshiped in all places. An Illyrian sailor might pray to Thessa for fair winds and calm seas before embarking on a voyage, just as an Ithean youth might pray to Lyria for their affections to be returned. Gods at the Source. All magic in Arkadia flows from the age of gods. As in Greek mythology, all supernatural or fantastical elements in Arkadia — monsters, magic items, and even your heroic powers — are believed to ultimately stem from the gods or the titans. If it Exists in 5e. If it exists in another source book, it might exist in Arkadia. Many races and classes from the basic game would be at home in Arkadia, while others might challenge the tone or themes of the setting. Ultimately it is up to your Game Master to decide what is appropriate for the version of Arkadia that is played at your table.
7 -(ffl The stone pillars of the great hall stared down at Bakis with the carved faces of the dwarven kings of Erebos, illuminated by the steady orange glow of the volcano’s blood. It flowed in stone channels, carried from deep within the living heart of the mountain. In spite of its warmth, wide bronze braziers blazed between the columns, yet even their heat was swallowed by the great forge. With slow deliberation, Bakis lowered the crucible, cracked and glowing as the lava itself, and poured the molten bronze. It spilled in a white-hot fall, flowing into the lines of the mold chiseled into the plinth before him. It was one of the oldest, carved from the very stone of the chamber. Slowly, the metal took its shape, the blazing, broad-leafed silhouette of a sword. $ %ffl (ffi%) The dwarves say Erebos made them in his image. From carved stone and molten bronze he gave them life and into them poured the best of him, his enduring strength and skill. They say Kor Erebos was the forge where they were born, the fist forge. And since Erebos gave them that flame, the fire of the gods, never has it gone cold. It was there in that first fire that he forged the weapons of the gods for their great battle with the Titans for the heart of Arkadia. Beneath the sacred mountain, in shadow and the glow of bronze he toiled and made for the gods many wondrous things. For Krytos he made a spear that could never fail to strike and a shield to make him unbeatable in combat. For Thessa he made a trident, to hold within it all the secrets of the roiling sea. And to Hyperius he gave a chain of Orchalcum, unbreakable, and his greatest gift — a javelin of pure lightning that held within its crackling form all the power of the heavens’ wrath. %"fl $fl (%$0ffi Dwarves have strong, prominent features. Field dwarves have skin tanned and weathered by many years of sun and soil in the fields. Volcano dwarves have a slightly lighter complexion due to their lives spend toiling under the mountains. While field dwarves tend to dress simply, volcano dwarves take deep pride in their appearance. Their hair and beards, black or reddish brown, is worn in matted locks. They cap these coils in heavy beads of gold, bronze, or mountain glass. They trade with humans for royal colors of cloth and adorn themselves with thick rings and armbands, set with wide stones. fi&*ffi( 2; ffi)
8 %(ffffi $fl ffi"fl The dwarves of Erebos say that in the beginning, all the dwarves called the mountains home. As some toiled at the mountains base, Phaedrus lured them away from their work with wine, and a bountiful feast. It is said those dwarves never returned to their mountain home, but followed Phaedrus into the hills and fields, and thus as the field dwarves they became known. Volcano dwarves do not think much of their cousins in the fields. They believe that Erebos created dwarves to be workers, viewing the field dwarves as lazy and unskilled. The field dwarves, in turn, think their kin in the volcanoes are too secretive and serious. Volcano dwarves tend to like field dwarves best when they are producing good work. Field dwarves, on the other hand, like volcano dwarves best once they’ve tried a bit of field dwarven wine. ffiffi&ffi() %ffl *fiffi "#ffi Mount Erebos, or Kor Erebos in the dwarven tongue, is the most sacred site of their people. The fires of its great forge are fed from the blood of the mountain and its flames have never died. The elders, smith-priests of Erebos, tend the fire and forge the weapons of kings and heroes. Ancient channels are carved in the stones of the floor for molten bronze to flow. Some of these molds are said to have been used to forge the legendary weapons of the gods. It is one of the few places where orichalcum can be worked. This rare golden-bronze metal, sacred to Eberos, is found only in Gargaros, drawn from the fiery peaks of that broken land. Many horrible monstrosities bound to the Titans are seared by its golden touch, making its weapons prized by the bravest of Arkadia’s heroes. Weapons and armor that are wrought from it are more precious than gold, though they can never be sold, only given. Though the dwarves call the volcanic mountains of Kor Erebos and its foothills their home, they can be found throughout Arkadia, lighting forges in each of the great cities. They consider themselves Arkadians, in their blood, as much as the race of men and share with them a deep hatred of the orcs of Gargaros. Their masterful crafts are highly valued and sought after. They make crystal glass and beaten lead funeral masks in Crixos; jewelry in Corinth; and rams, nails, and all the tools needed to furnish Ithean ships. Their most common work, however, is found in Kryta and Hyperium, where the bronze of their swords and spears and armor is prized above all others. -(ffl #ffi) Dwarves have only a single name, given at birth by the elders of their forge. Many dwarves write their names as a unique maker’s mark to distinguish their work and identify where it was made, whether scratched into the clay underside of a pot, chiseled into the base of a statue, or stamped on the back of a golden pendant. Male Names: Agamemnon, Bakis, Bokolus, Bienor, Bortes, Branchus, Bormus, Cordus, Clytus, Demophon, Elpenor, Glaucus, Hebros, Haemus, Imbrius, Lampus, Leodokus, Magnes, Nestor, Oxylus, Phlegyas, Pittheus, Rhadamanthys, Telemon, Thaddaeus, Prometheus Female Names: Agatha, Batea, Bianna, Bolina, Briseis, Cydona, Deianeira, Demetra, Diomede, Gerana, Hecamede, Hilaera, Halimede, Ino, Laodamia, Medea, Myrina, Myrrha, Perimede, Phoebe, Ptolema, Rhadine, Thisbe, Timandra
9 Maker ’ s Name: Volcano dwarves identify with the city or place where they work, as it implies their craft. For example, a dwarf might introduce himself as Bakis of Kryta, implying that he works with bronze and is possibly a smith or armorer. -(ffl ( *) Your dwarf character has an assortment of inherent abilities, as part of your dwarven nature. Ability ScoreIncrease. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Volcano dwarves tend to be lawful, as their craft is steeped in secretive tradition. Field dwarves are often less rigid, believing a hard day’s work should be balanced by a hard night’s revel. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the sling, bronze mace, bronze sword, and bronze shortsword. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, such as ancient columns or statues, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. When carved or written, Dwarvish appears as rows of horizontal and vertical fletched lines. Dwarves often use clay tablets to tally payments, account for shipments of ore, or send messages. It can be etched on leaves of copper and gold as a prayer to the gods.These metal scrolls are then melted into the bronze of swords or armor, believed to imbue them with the words of the smith. Subraces. When you choose the subrace of your character, you can choose from among the following options or those presented in the core handbook.
: %"$% -(ffl Volcano dwarves are an old people. Said to be descended from Erebos himself, they are great metalworkers, jewelers, and glass-cutters. They are a mysterious and reclusive folk, withdrawn from the world and protective of the secrets of their crafts. They carve their homes deep in the rock of Arkadia’s oldest mountains, so deep that they tap into the very blood of the earth. Lava heats their everlit forges, shedding warmth and light; as it is the heart of the mountain, so too is it the heart of their people. In the orange glow of their forges they pour molten bronze into the molds of swords and armor. Their work is prized and highly sought after by Hyperium, Ithea, and Kryta alike. They trade freely, for they boast deep love of gold and take great pride in its accolades. They do not produce only instruments of war, but are also the finest jewelers and glaziers in all Arkadia. Both their jewelry and their glass is thick and heavy as its craftsmen. They mine gold from deep in the earth and with it strike coins and craft things of wonder fit for kings. The excess sand from their tunnels is not wasted, but spun into molten strands in the magma of their forges, for they know the secrets of glass and how to make stone flow. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Glassblower’s tools or Jeweler’s tools. Erebos’ Gift. As a light activity during a long rest you may hone one simple or martial weapon. At the end of the long rest, the object becomes a magic item, if it is not already, granting a +1 bonus to attack and damage rolls in addition to the weapon’s other effects. The weapon retains these benefits until you use this feature again. Once you use this feature, you can’t use it again until you finish a long rest. ffi"fl -(ffl Field dwarves are simple folk. They have a love of wine, and growing things, and rich, dark earth. They take great pleasure in the deliberate perfection of stacked stone shepherds’ walls and village wells, fitting each stone to the next. In the countryside they tend the soil, planting vineyards and olive trees. From the clay of the earth, they fire pots and vases of orange and black to bear the fruits of their labor. Their wines and oils are as renowned as the clay pottery that holds them. Some field dwarves are drawn to the promise of the cities. Their proud stonework is far advanced from that of their country kin. They turn their hammers and chisels to the columns, statues, and fountains that adorn the great cities of men. Their kilns fire clay figures, vases, and the terracotta tiles found on many a roof throughout Arkadia. It is said field dwarves built the walls of Illyria, when the land was young, of huge stacked stones from the bosom of Arkadia. When asked why they did not mortar the stones together, the dwarves replied that mortar may crack and chip, but stone upon stone, perfectly laid, will last as long as the hills. Ability ScoreIncrease. Your Wisdom score increases by 1. Phaedrus’ Gift. You may use your action to cause 4d4 magical grapes to grow from the soil at your feet. A creature can use its action to eat one or more of these grapes. Eating a grape restores 1 hit point, and the grape provides enough nourishment to sustain a creature for one day. You must finish a long rest before using this ability again. The grapes lose their potency if they have not been consumed within 24 hours of the use of this ability. The number of grapes created increases to 8d4 at 11th level and 16d4 at 17th level.
21 "ffl Never breaking stride, Diana turned to loose an arrow as she dashed between the crumbling sandstone columns, the beast’s hooves thundering behind her. The column to her right exploded in a shower of rock and dust as powerful horns smashed it aside. She was tumbling down a steep dry hill, stumbling, her sandaled feet skidding on shale and loose earth. It bellowed in rage, in a voice neither human nor beast. She landed on one greaved knee, sending dust billowing from the cracked arid earth. Around her were broken tumbled pillars, half buried by sand and dry grass. There, by the base of a statue worn faceless by wind and time, was her bow. Above her, atop the slope, the creature stood. Its huge chest, stuck with the broken shafts of many arrows, heaved with each breath; above it, the horned head of a bull, nostrils flared. The minotaur’s roar echoed off the ancient stones. It charged. Diana dove; rolling, she picked up her bow, nocking and drawing her arrow in a single, swift movement... fiffi ()* %(*") Elves, are fading remnants of the age of gods. When the world was young and gods and titans walked the earth, the splendor of great elven civilizations crowned the land. Now only ruins remain. The white spires of Scyllaea, jewel of the sea, are lost beneath the waves, a thousand secrets drowned. The great temples and pyramids of cursed Nys are dry as bones beneath the sun, buried by sand and desert winds. Many ancient ruins cover Arkadia, their stones tumbled forgotten by all but time. Faceless elven caryatids stand in crumbling colonnades, open to the sky. Worn stones trace the lines of tumbled walls, and toppled columns lie like fallen trees among the heads of wheat and dry grass. So ancient are these elven ruins that none who live can claim to have known their builders, their secrets lost, riddled only now in the worn shapes of bare stone. ffi< $fl< $fl %%fl Oreyan elves have tanned tawny or bronze skin with dark hair and eyes. Most wear their hair long and wild or bound in a thick plait, though some crop it short. Scyllaean elves have fair skin, with eyes of blue and grey and green, as the sea. They have striking hair of black or gold, and typically wear it loose or in elaborate coiled braids. Nyssian elves, or drow, have dark skin that ranges from obsidian black to onyx grey. Their hair is white, though it is common for Nyssians to shave their hair or dye it with henna. Their eyes range from blood red to canid shades of orange and gold.
22 "ffl #ffi) The Elven tongue is the oldest spoken by the races of Arkadia, said to be the very language of the gods themselves. Male Names: Agamedes, Alcimede, Asterion, Caeneus, Castor, Deileon, Dimoetes, Endymion, Eos, Ereuthalion, Galanthis, Ganymede, Gelanor, Helios, Hermeias, Hippolytus, Hylas, Iasus, Ikelos Ioneus, Laërtes, Leucus, Lycaon, Lysis, Nycteus, Orion, Sarpedon, Theiodamas, Zelos, Female Names: Aegea, Aegiale, Aella, Aethilla, Ariadne, Artemisia, Asteria, Atalanta, Caenis, Calipso, Cassandra, Cilla, Circe, Cleopatra, Diana, Hypolita, Ismene, Lethaea, Lysianassa, Natasa, Nausicaa, Polymnia, Psyche, Pythia, Selene, Thalestris, Zephyra,Cassiopeia Epithets: Elven surnames are epithets earned by an elf. They may be gained and lost throughout the elf’s life. Young elves have only a single epithet, often given for their birth or appearance. Older elves may have several, given for their manners, occupation, or the deeds they have performed. Oreyan Epithets The swift footed, who strikes from afar, joiner of battles, the huntress, mountain born, tamer of horses, of the golden bow, cunning, keen eyed, spear-famed Scyllaean Epithets Of the grey eyes, the high crowned, the seer, the caller of waves, golden haired, wise, blessed of Ithea, stormbreaker, of the sea, who watches the tide Nyssian Epithets The immortal, speaker of the dead, the cruel master, the hidden one, possessor of secrets, guardian of the tomb, eater of flesh, undying, the exiled, the withered "ffl ( *) Your elf character possess many gifts, vestiges of their ancient legacy. Ability ScoreIncrease. Your Dexterity score increases by 2. Age. Elves though long lived can age and die like all mortals. They reach adulthood in a century, and can live for over seven hundred years. Alignment. Elves are vestiges of a lost age, their civilizations fallen. They are untethered by the laws of humans and are often chaotic. Oreyan elves are fierce protectors of all mortal life. Scyllaean elves, wild as the sea, are distant, veiled in secrets and prophecy. Both are typically good or neutral. The drow of Nys, however, cursed and driven beneath the sands, are more often evil. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to ancient ruins and shadowed woods, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Immortal Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves cannot sleep. Instead, they enter a trance, remaining semiconscious, for 4 hours a day. While in this state you rarely dream, though such visions, when they come, are often seen as messages from the gods and ascribed importance. After resting in this way, you gain the same benefits that a human does from 8 hours of sleep.
23 Languages. You can speak, read, and write Common and Elvish. Elvish is said to be the tongue of the gods, the language spoken before the age of men and bronze. Few written pieces survive, for the Oreyans do not write their secret tongue. Many fragments remain in the sunken ruins of lost Scyllaea, much sought after by the Ithean philosophers for their mystical secrets. The Nyssians are said to carve their words as pictures on the walls of stone tombs, sheets of lead, and scrolls of human skin. Subraces. When you choose the subrace of your character, you can choose from among the following options or those presented in the core handbook. (ffi/$ ",ffi) Oreyan elves are an ancient amazonian race of warriors and huntresses.They have no walls or cities, but are one with the land, the arid hills and dry grass, the gnarled trees and tumbled stones. Many choose to live in the wilds, ancient woods, and ivy-covered ruins. Like the dryads, many are fearful and curious of the world of men. Others walk freely among humans, their hatred of the titans making them natural allies to those who would protect Arkadia. Oreyan elves dwell primarily in Oreya’s Wood, a sacred forest stretching from Crixos to Ithea. Beset by the spreading blight from the south, many have been driven from their ancestral home. Others can be found throughout the wild places of Arkadia, ranging the mountains of Garagos in pursuit of orc marauders or guiding a band of Krytan hoplites through dry manticore-infested hills. Ability ScoreIncrease. Your Wisdom score increases by 1. Huntress’ Accuracy. Whenever you make a ranged attack roll and roll a 1 you can reroll the die, but you must use the new roll even if it is another 1. Elven Weapon Aptitude. You have proficiency with the javelin, spear, war spear, simple bow, and recurve bow. Amazonian Stride. Your base walking speed is increased by 5 feet. /""ffi$ "ffl Scyllaean elves are those descended from the few who heeded a prophecy of doom and escaped the fall of Scyllaea, that ancient and wondrous island city lost beneath the waves. They came from the sea to Arkadia bearing great gifts from the gods, the fragmented arcane secrets of their fallen civilization. Seen by some as the children of Thessa, it is said they taught the first Itheans magic. Few of their kind remain, last scions of those long cast adrift from their drowned home. Still, ancient magic clings to their scattered lineage, manifesting in powerful philosophers and seers, the legacy of lost Scyllaea. Most Scyllaean elves dwell in Ithea, the closest city to the shattered islands of their lost home, where they are highly valued for their innate skill in magic and love of the sea. Others live as hermits along Arkadia’s bluegreen shores or the broken island ruins of their lost kingdom, hearing in the waves the muffled whispers of their ancestors, never far from the sea. Wherever they stray, they are marked by tragedy, beauty, and mystery. The most famed among them is the Oracle, an ancient and powerful seer, sequestered in the high reaches of Mount Hyperium. Ability ScoreIncrease. Your Intelligence score increases by 1. Giftof Prophecy. When you trance during a long rest you are sometimes visited by prophetic dreams whose omens and portents may give you insight into the future. When you finish a long rest, roll 1d20. On a roll of 20 you can ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a vision, a cryptic rhyme, or an omen. Thessa’s Trident. You learn the magic missile spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. At 3rd and 5th level the number of times you can cast the spell in this way without expending a spell slot is increased by one. Intelligence is your spellcasting ability for this spell. Lost Knowledge. You are proficient in the History and Arcana skills. Half Elves Half elves are the rare children born of the joining of human and elf. They say the first half elf was born to Oreya herself, who fell in love with a human huntsman. These tragic romances of men and elves have long graced the amphitheatres of Illyria. You can find the statistics for a half elf character in the core handbook
24 /)) $ "ffl >(%-? Nyssian Drow are the cursed and mysterious people of Nys, the desert land across the sea. There only crumbling pyramids break the dunes, the tops of great underground spires, uncovered in the sands by desert winds. The drow dwell in ancient stone tombs and cities, buried beneath the sands of their withered and dried land. They say the oldest tunnels of their underworld were carved by the massive jaws of the Great Worm, the titan slain by Crixys. Their undying priests tend to its whispering husk, preparing for its prophesied return. Their highest caste are the pharaohs, liches beholden to the dead Worm, their hearts sealed in canopic jars in pursuit of the true immortality that is the dark promise of their master. Nyssian drow in Arkadia are exceptionally rare. In their esoteric culture, to leave their vast and sprawling underworld of buried ruins, stone tombs, and ancient tunnels is anathema. Once on the surface, touched by the sun, a drow’s caste is broken. Unfortunate outcasts wander the sands of Nys, withered husks, their burned skin wrapped in bandages, white eyes seared blind by the sun. Some lucky few exiled drow are found by tomb raiders, Arkadians set out from Crixos, who sail across the sea to plunder forgotten treasures from the sandswept ruins of cursed Nys. Those that come to dwell in Arkadia are exiled, whether by choice or banishment, never to return. Most make their home in the blighted city of Crixos. Immune to the plague and imbued with a proclivity for the undead, they are met by the Crixian priests with hostility and mistrust, begrudgingly accepted only for the utility of their strange gifts. They are welcomed by the Crixian Philosophers’ school who hold no reservations about necromancy, viewing it as a tool with which to fight fire with fire. They offer Nyssian drow a place in their ranks in exchange for occult secrets and ancient embalmic formulae. Ability ScoreIncrease. Your Charisma score increases by 1. Darksight. While in bright light, you have disadvantage on Wisdom (Perception) checks that rely on sight. While in nonmagical darkness, you have advantage on Wisdom (Perception) checks that rely on sight. Whispersof the Worm. You learn the command spell and can cast it at will, without expending a spell slot, but you may only target Undead creatures when it is cast in this way. Curseof Nys. You are immune to disease.
25 ' +#$ Isereon tasted salt and sea spray as the eyed prow of his ship cut the waves. Under a hot sun and a clear sky, the steady rhythmic fall of the oars took him closer. There on the horizon, he could see golden and arid hills cresting the blue sea. Sailors called and gulls cried as the painted sails of the ship unfurled to take in the warm fair winds. Upon the coast and dry hills, among the distant forms of wizened cypress trees, there rested a white city, its pillared buildings and towers flat roofed or capped in bronze domes, shining in the sun. He held a hand to his brow, shielding it from the glare, and saw, there on the highest hill, the columns of the ancient acropolis. He was coming home. (!fl $) Arkadia is the land and civilization that unites all humans. Beyond the fringes of Arkadia no free humans dwell; those are the realms of the titans, insurmountable, hostile, and forever encroaching on the world of men. To humans, Arkadia is not merely a civilization, but civilization itself. Humans see themselves as the keepers of reason, freedom, and mortal life. They are the keepers of the flame of knowledge, given them by their gods, both a gift and a sacred charge they hold with utmost reverence. Arkadians see their gods as both parents and liberators, and the boldest aspire to heroism in their name, that Arkadia may remain free through their actions. At their best, Arkadian humans value honor and excellence, striving to embody the heroic virtues of their gods. At their worst, their drive for power and renown can sour, turning to hubris. The will of mortals, that sacred flame, is both their greatest gift and most fatal flaw. " ,ffi $fl (%$0ffi Arkadians vary widely in appearance. Their skin tones range from dark to fair, often falling in between as shades of tan or olive. Their hair and eyes are generally dark, black, brown, or hazel. Golden hair and blue eyes are more common in Ithea but can be found throughout all the great cities. fiffi (ffi* * ffi) Arkadia holds five great cities, each founded by one of the gods. Like the gods, they are as family; they squabble, and hold rivalries and grudges, but always unite against their common enemies. Arkadians identify strongly with the city they call home; it harbors for them a fierce sense of pride and loyalty.
26 Ithea is built on the western shore, a center of knowledge and exploration of the natural and arcane. It boasts a mighty navy and is as a democracy, headed by a council of philosophers, powerful wielders of magic. Crixos, once a hallowed, sacred place on the black river, where great heroes and kings were laid to rest, is now ravaged by an inscrutable plague of undeath from the south. Illyria is a lavish and lawless free city, a center of art and cultural exchange, filled with all the decadent pleasures that gold can bring. Kryta is a city of mighty warriors. Its citadels are the shield that protects Arkadia from the constant threat of Psysserian invasion from across the sea. Hyperium is the seat of kings, the first city of men and home to the gods. Its marble columns and temples stand proudly atop the mountain at the heart of Arkadia, overseeing all the land. Its shining armies and mighty consuls strive to keep peace and bring justice to the land. +#$ #ffi) / */ *fiffi Male Names: Aquarius, Argus, Atreides, Daedelus, Erymanthus, Isereon, Ixion, Perseus, Sentor, Theseus,Odysseus Female Names: Alkmini, Ariel, Calisto, Desma, Eurydice, Hermione, Tethys, Thalia, Thesilea,Andromeda (/* Male Names: Ajax, Anticlus, Atreus, Darieos, Jason, Leonidas, Leto, Menelaus, Minos, Achilles Female Names: Arete, Astypalaea, Camilla, Eris, Helia, Ioanna, Megara, Nike, Sappho, Spatha /&ffi( +# Male Names: Acteon, Agathon, Alexander, Antilochus, Demokles, Dracus, Hector, Tydeus, Aeneas Female Names: Alexandria, Corinna, Demetria, Leda, Meadia, Ophelia, Panelope, Praxia, Rhea, Hestia ( .%) Male Names: Anax, Charon, Geryon, Haides, Ilamenus, Leander, Seirios, Tiresias, Xenophon, Phrastor Female Names: Ananke, Aurai, Daphne, Delphi, Macaria,Mestra,Narkissa,Pandora,Persephone,Elysia ""/( Male Names: Adonis, Alexio, Amphion, Apollonas, Evander, Ikaros, Orpheus, Thero, Thespius, Pharis Female Names: Cyrilla, Danae, Elektra, Eros, Hellen, Kassandra, Nesaea, Sophia, Xenia, Lydia Patronym or Matronym: Humans of Arkadia do not have family names, but instead are known by their parentage, introducing themselves as the son or daughter of their parent, such as Perseus, son of Ixion. +#$ ( *) Ability ScoreIncrease. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment, harboring both heroism and weakness. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. A warrior from Kryta or Hyperium might also speak Dwarvish or Orcish, while an Ithean or Illyrian sailor might know Elven or Sylvan.
27 ( Phrixus, Phrixus, Phrixus, the chanting of the crowd came muffled through the flagstones as he strode down the tunnel, rolling his muscled shoulder beneath the leather harness. The chanting broke into a wordless roar as he emerged from the gate into the dazzling brilliance of the coliseum. He held high his pitted bronze blades, baring them to the frenzy of the faceless mob. Phrixus opened wide his tusked mouth and roared in challenge as the gates on the far side of the arena sands began to rumble open. ( ffi) %ffl (ff(%) Orcs first came from Gargaros, a land of fire and ash and broken stone, born from the blood of the Great Hydra, spilled in its mighty battle with Hyperion. Possessed by madness and destruction, they are the ancestral enemy of Arkadia. Many times have their hordes attacked her land, only to break upon the shields of Erebos, Hyperium, and Kryta. There are many tribes of orcs scattered throughout Gargaros. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside cyclopean giants; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood. Despite such ancient animosity, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat. "%%fl %ffl $*) Often called giants due to their impressive size, orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger. Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. ,ffffi(/ $fl , " 0* %$ Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become
28 Half Orcs Half orcs are common in Arkadia. In Kryta, where strength and ferocity are prized, many orcs have some human blood in their veins. In Illyria, they are desired for their size and striking appearance. In Hyperium, however, they are met with contempt, as many of the half orcs in this region are a bitter reminder of the incessant conflict with the marauding orcs of Gargaros. Half orcs in Arkadia use the same game statistics as the orcs in this section. mercenaries. Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature. ( ( *) Your orc character has certain traits deriving from your orc ancestry. Ability ScoreIncrease. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Alignment. Orcs are chaotic by nature. Size. Orcs are far larger and bulkier than humans, and they range from 6 to well over 7 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Since your ancestors were accustomed to the perpetual ash-choked twilight of Gargaros, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Colossal Build.Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common. You can also speak Orcish, though it has no written form. Orcish is a harsh, grating language with hard consonants. ( #ffi) Over many generations, orc names have taken on the shapes of the Arkadian dialect while retaining the harsh and guttural sounds of the Gargaran tongue, Orcish. Male Names: Aekhmagoras, Agron, Akragas , Anaxgoras, Atrax, Carnus, Cecrops, Cratos, Creon, Crisus, Deimachus, Echion, Golgos, Kronos, Maeon, Makedon, Oncius, Paeon, Phrixus, Pronax, Tyres, Ucalegon Female Names: Aglaea, Calydon, Carya, Dia, Echidna, Enarete, Epirus, Gerana, Hekate, Hyale, Iakhe, Jokasta, Kakeira, Lynx, Mariah, Minyas, Morea, Nysa, Ossa, Phrike, Skaea, Thrace, Thrashymedes, Agrea Tribe Names: Orcs take the name of the tribe they are descended from — Phrixus the Ionokian, for example. Ionokian, Minaran, Stygian, Mycerian, Agikorei, Karatolian, Archaean, Acharnian, Lokrian, Doran, Phaeacian, Crotonean, Mesanarian
29 fiffifl($ Kassandra blew idle notes on her pan pipes as she reclined, hooved legs crossed on the dry grass, back against the gnarled trunk of an ancient cypress that afforded her dappled shade from the heat of the Arkadian summer sun. Her stick, lyre, and a terracotta jug — the sole survivor of last night’s revelry — lay propped against the weathered bark. Out from the hill stretched fields of olive trees and trellised grapes, out to a villa’s pillared walls and tiled roof, and beyond, the glint of the blue sea. Along the road that cut the fields a cloud of dust plumed from horses or mules; a merchant’s caravan most likely. She yawned and stretched, pushing her hair back behind her curled horns as she stood. They were travelling toward Illyria; perhaps they wouldn’t mind the company of one of her kind, and if they did — she picked up her lyre and jug — she had song and wine enough to change the mind of any mortal. fi "fl(ffi$ %ffl fiffifl(+) Phaedran are the rare hybrid descendants of Arkadian fae. Sometimes, such children are born without warning to a pair of mortal parents, seemingly a gift — or curse — from the gods. Other such children are the direct result of a mortal mingling with a fae. Some Phaedran claim to be born of Phaedrus themself. ffi ffiff/ Whether concealed or borne with pride, all Phaedran are marked by fae features such as the curled horns of a ram, the talons of a harpy, or the golden eyes of a serpent. These strange features mark them, setting them apart from other mortals. Some believe them cursed, spurned by fate and the heavens, while others see them as sacred creatures, given gifts by the gods and imbued with a special destiny. Many Phaedran, restless in the great cities, take to the roads and wilds and small villages, never staying in one place for long as their youth stretches on for almost a century. Part human and part fae, they are a stranger in both worlds with a foot in each and a home in neither. As such, many flock to Illyria, the wild and beautiful land of their patron god, but nowhere in Arkadia will you meet a common Phaedran. Touched by fate, they are almost always exceptional individuals, destined for heroism or tragedy. )/))ffi( $ "%%fl Though they are perhaps the most numerous of their kind, gorgon Phaedran predominantly live in the hostile, enthralled foreign land of Psysseria, comprising its highest mortal caste, second only to their gorgon
2: masters. As they come from her ancestral enemy across the sea, gorgon Phaedran are met with fear and suspicion in Arkadia. They are seen as spies or assassins, and many are cold or even openly hostile towards them. Too often do they give cause to these suspicions, though not all gorgon Phaedran serve the titan. Some have fled their oppressors, braving foreign seas and war torn lands to start anew in Arkadia. Others are genuinely born to free gorgons who dwell in the Arkadian wilds and have never known the serpent’s lash. fiffifl($ #ffi) Phaedran bear human names as they are almost always left to be raised by humans. Some choose to shun the patronym or matronym of their human lineage, instead introducing themselves as a son or daughter of Phaedrus. Some do this so as not to bring shame to their family while others, abandoned by their family, abandon them in turn. fiffifl($ ( *) The blood of Arkadian fae flows in your veins, setting you apart from other mortals and granting you strange powers. Ability ScoreIncrease. Your Charisma score increases by 2 and one other ability score of your choice increases by 1. Age. Phaedran mature at the same rate as humans but live almost twice as long, their youth stretching on for more than a century. Alignment. Most Phaedran share the chaotic nature of their fae lineage, preferring the wilds and ruins to walls and cities. They value freedom and individuality, and are often neutral or good. The Psysserians are an exception; beholden to their titan mistress they tend to be cold and cruel, making them more lawful and more evil than their Arkadian cousins. Size. Your size is Medium; the size and build of a human. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Sylvan. Subrace. Many subraces of Phaedran exist, each rooted in a specific fae lineage. Choose one of the options below. */( Satyr Phaedran are the most common in Arkadia. Out past the shepherds’ walls where the wilds begin, they mingle freely with humans and, on warm summer nights by roaring fires and the flow of wine, find common ground in the love of unbridled revelry. Satyr Phaedran have horns, ridged and curled like those of a ram. Their legs, when transformed, look like those of a goat, doe, or other cloven-hoofed beast, covered in thick shaggy fur. Satyr’s Hooves. You gain the ability to transform your legs and feet into those of a cloven-hooved goat that double your jump distance and grant you advantage on saving throws against effects that would knock you prone or shove you. You can create these hooves as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
31 Horns. You can make an attack with your horns to butt a target, causing 1d4 bludgeoning damage plus you Strength modifier. If the target is a creature no more than than one size larger than you, it must succeed on a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be shoved 10 feet away. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. (ffi$ The beauty of siren Phaedran is attested to by thespians and sailors alike. Many an Arkadian has heard the tale of an enamoured youth, lured out into the waves by unearthly song, only later to have friends pull them back from the surf begging to return. Siren Phaedran wear only the faintest traces of their lineage: thin gill-like scars on the sides of the neck, a pearlescent shimmer on the skin, or a voice whose haunting lilt betrays the underlying magic of the fae. Siren’s Tail. You gain the ability to meld your legs into a shimmering fishtail, losing your walking speed and gaining a swimming speed of 60 feet. You can create this tail as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn. While you have this tail, you can breathe both air and water. Siren’s Song. As an action you can attempt to charm a humanoid that can hear you by singing an unearthly song. It must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus, with advantage if you are currently fighting it, or it becomes charmed by you for one hour or until someone in your party harms it. It will know it has been charmed when the effect ends. You must finish a long rest before using this ability again. %(ff%$ Not technically the children of Phaedrus, these creatures are born of another powerful Fae, the titanic Mother of Monsters. They are no product of lust or fate; they are bred and birthed in the serpent temples of Psysseria. Human slaves are offered as ritual sacrifice to the gorgons within. It is said all gorgons and their children are descended from the Mother of Monsters, the first gorgon, a titan beautiful and terrible who rules the Psysserian Empire, feared and worshiped by all beneath her gaze and lash. Their features are often less immediately apparent, such as fangs, a forked tongue, or the golden slitted eyes of a serpent. Some, however, have coiling serpents for hair. Those from Psysseria share the features of their human kin, with tawny or bronze skin and black hair. Gorgon’s Coils. You gain the ability to meld your legs into a serpentine tail, increasing your base walking speed by 10 feet and allowing your movement to ignore difficult terrain. You can create this tail as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn. Petrifying Gaze. As an action, you can try to petrify a creature you can see, and that can see you, within 60 feet by turning it to stone. The target must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus or be petrified. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends. You must finish a long rest before using this ability again. (&/ Harpy Phaedran are believed to be the result of a curse or ill-fated bargain. There are myths of old harpy crones striking deals with mortals and replacing human children with their own. Often more slender and slight of build, harpy Phaedran are marked by avian features such as large inquisitive eyes, long talon-like nails, or soft feathers in their hair. Harpy’s Wings. You gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed of 25 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. If you are wearing heavy armor or are encumbered, you cannot use your flying speed. Instead, your wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can slow your rate of descent to 50 feet per round, and you can move up to your speed horizontally as you descend. Talons. You are proficient with unarmed strikes. Due to your talons, your unarmed strikes deal 1d4 + your Strength or Dexterity modifier slashing damage on a hit.
32 Minotaur Though monstrous children begot of minotaurs do exist, they are almost always abominations. Twisted by the gods, they bear the heads and horns of bulls and are most often dumb as beasts. Unteachable and untameable, some are thrown into arenas and fighting pits for sport, while other are abandoned, consigned to the labyrinthine depths of forgotten catacombs or crumbling sewers. Legend tells of a queen of old Krytan who bore such a son, and had for him a sprawling maze built beneath her city. ffi$*+( Centaur Phaedran are a rare breed, born of the crossing of mortal and centaur. Centaur are proud solitary hunters and trackers of the Arkadian wild, often viewing mortals as little more than weak prey. Some, however, come to be impressed by the strength and skill of a mortal hunter or huntress and take them as a mate, especially among the Oreyan Elves for whom they hold a begrudging respect. Centaur Phaedran are often of strong build, with thick mane-like hair. Some have the tails of horses. Their eyes are typically dark, seeming to be entirely irises with wide pupils. Centaur’s Form. You gain the ability to transform the lower half of your body into that of a horse. While you have these aspects of a steed, your walking speed is increased to 60 feet but your climbing speed is reduced to 0. Additionally, your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. You can create this change as a bonus action on your turn. This form last until you dismiss it as a bonus action on your turn. Hunter’s Charge. While transformed, If you move at least 30 feet in a straight line, the first creature of your size or smaller whose space you move through must make a Strength or Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone and take 2d4 + your Strength modifier in bludgeoning damage. A creature takes half as much damage on a successful save and is not knocked prone. You may not end your movement on another creature’s space. Once you use this ability, you can’t use it again until you finish a short or long rest.
33 (( $ *fi %ffl *fiffi ffi(% The Path of the Hero is a journey into legend, as the barbarian seeks fame and glory through feats of great daring and herculean strength. Your deeds and very reputation stir courage in the hearts of your companions and those you champion. ffi(% (ffi)ffi$ffi Starting when you choose this path at 3rd level, your formidable presence emboldens your allies. When you enter your rage, choose up to six friendly creatures within 30 feet of you (including yourself) to gain temporary hit points equal to your proficiency bonus + your Strength modifier. Additionally, you may add your Strength modifier instead of your Charisma modifier to Intimidation, Performance, and Persuasion checks. $fl+$*ffifl ffi)%",ffi Beginning at 6th level, your might becomes unmatched. You have resistance to all damage while you have temporary hit points gained from your Path of the Hero features. %")*ffi( $ff "ffi By 10th level you have accomplished many great victories and feats of strength. You can spend 10 minutes telling a tale of your prowess. When you do so, choose up to twelve friendly creatures (including yourself) who can hear and understand you. Each creature becomes immune to being frightened for one hour. You can’t use this feature again until you finish a long rest. fi&*ffi( 3; "))ffi)
34 Warriors of Legend Arkadian barbarians fight for fame and glory, that they may be immortalized among the gods. They are the quintessential heroes of might and courage, their names echoing across the ages, unforgettable and inspiring. Such heroes are known for taking upon themselves great labors, proclaiming loudly and publicly in the name of the gods to achieve great deeds for the good of all Arkadia, whether it be the slaying of mighty beasts and titanspawn or the reclaiming of lost relics and weapons of power. Whole ages turn upon the actions of such heroes, the fate of whole cities and peoples resting on their broad shoulders. Barbarians of the Path of the Hero are found throughout Arkadia, wherever there are great dangers to thwart or wealth and fame to be earned. They are especially drawn to Kryta and the god Krytos, who most celebrates their warrior spirit; and to Illyria, where their great deeds are immortalized forever in marble and bronze, and the bards sing songs of their glories. Path of the Berserker barbarians are most common in Kryta, especially among the orcs, and are beloved of Krytos, acting as mighty line breakers in his armies. Barbarians are also common among the fierce Oreyan elves, often tied to the wild spirits of nature. ,*( %ffl *(ffi$ff*fi At 14th level you become a paragon of mortal strength. When you would gain temporary hit points from your Path of the Hero features, the temporary hit points are doubled. While creatures have temporary hit points gained from your Path of the Hero features, they have advantage on attack rolls against any hostile creature within 5 feet of you. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a giant club or (b) any other martial melee weapon • (a) two javelins or (b) any simple weapon and a net • A traveler's pack and four javelins
35 (fl %""ffiffffi %ffl *fiffi +)ffi Bards of the College of the Muse dedicate themselves to the pursuit of art and beauty in their highest forms. With lyre, pipes, or siren song, they seek out great heroes to inspire and, in turn, be inspired by. Blessed with charm and orphean gifts they are sought-after companions, not just by heroes, but also by prosperous patrons such as aristocrats and even kings. They play on the appeal of decadence and desire, basking in the luxury and sensual comforts afforded them by their gifts. "# $ff (ffi)ffi$ffi When you join the College of the Muse at 3rd level you can enhance your very presence to instill calm and ease in those around you. As an action you may emanate an aura of repose for 1 hour. Any creature who targets you with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects. If you make an attack or cast a spell that affects an enemy creature, this effect ends. You can’t use this feature again until you finish a short or long rest. +)ffi@) $)& (* %$ Also at 3rd level you learn to revitalize your allies as you inspire them. When a creature that you can see
36 within 60 feet of you regains any hit points, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the amount of hit points restored. That creature then gains one Bardic Inspiration die. %$ff %ffl "ffiffi& At 6th level your words and music can lull even the sharpest mind into a state of blissful slumber. You can use your action to attempt to put a creature that can hear you to sleep. The target must succeed on a Wisdom saving throw or fall unconscious for an hour or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Song of Sleep for the next 24 hours. The creature is immune if it can’t hear you or if it’s immune to being charmed. fi% $ff fi%(fl At 14th level, even the barest ripples of your influence carry with them a lingering potency. When a creature uses Bardic Inspiration from you they regain a number of hit points equal to your bard level. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a bronze sword or (b) any simple weapon • (a) a philosopher's pack or (b) an entertainer's pack • (a) a lyre or (b) a pan flute or (c) any other musical instrument` • Leather armor and a bronze dagger Voices of Lyria Bards in Arkadia are considered the chosen of Lyria, goddess of beauty. The College of the Muse is Lyria's greatest temple, resting on a hill overlooking decadent Illyria and surrounded by Arkadia's most beautiful garden. There, the gifted are trained in the arts of enchantment, diplomacy, politics, seduction, and — most importantly — the many epic tales of the gods and heroes of old, used to inspire future generations to similar acts of heroism and glory. Many then choose to take to the roads of Arkadia and spread such tales, to keep the heroic spirit alive in dark times, and celebrate it in peaceful ones. Others seek to become heroes in their own right, or inspire others to do so, undertaking great deeds. Arkadian bards have strong ties not only to Illyria but to the hill dwarves and Phaedran who live there as well, and many of the greatest bards are among their number. Their natural powers of enchantment are akin to those of the Fae, and Phaedran take to the bard's life more naturally than most. Many of the more mischievous bards honor Phaedrus alongside Lyria, using their powers to liberate others and beguile those who would control them. Bards of the College of Lore are trained in Ithea; owing their powers to Thessa, they are bent on uncovering Arkadia's secrets. Bards can also be found on the battlefield, the boldest and most valorous inspiring the armies of Hyperius with sword and song.
37 "ffi( %# $ %ffl *ffi Fate is seen by some as a power above the gods themselves; the cosmic force to which all, mortal and immortal, are bound. Clerics of such a force are seers, oracles, and prophets. They attempt to unravel the mysteries of destiny. Through their art they gain secret knowledge ofthings past, present, and future. ("ffi At 1st level you learn the Thaumaturgy cantrip. ffi)*" ffifi $ff) At 1st level you become proficient in your choice of twoofthe following skills: Arcana, Religion,Insight. fi$$ffi" , $ */; ffiffi(@) #ffi$ Starting at 2nd level, you can use your Channel Divinity to force a creature you can see within 30 feet to make a Wisdom saving throw. If the creature fails its saving throw, then for the next minute whenever it makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.
38 " #&)ffi At 6th level you may use your Channel Divinity as a bonus action to see things as they actually are. Until the start of your next turn, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. %*ffi$* &ffi"")* $ff Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ffi" *ffi At 17th level you gain the ability to sever a creature’s fate. As an action you choose a creature you can see, roll 1d4 and choose rounds, days, or years. The creature is forced to make a Wisdom saving throw. After the chosen time has passed, the creature takes 10d10 necrotic damage on a failed save or half as much on a successful one. You can’t use this feature again until you complete a long rest. Fate Domain Spells Cleric Level Spells '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a staff or (b) a bronze scepter (if proficient) • (a) bronze cuirass, (b) leather armor, or (c) heroic panoply (if proficient) • (a) a shortbow and 20 arrows or (b) any simple weapon • (a) a priest's pack or (b) a traveler's pack • A shield and a holy symbol Seers and Prophets Arkadian clerics are the bridge between mortal and immortal, the interpreters of divine will, and are held in the highest esteem. Every Arkadian god has priests pledged to their service, but few are as powerful and revered as the Seers, the clerics of Fate. Able to peer into the weave of destiny and foretell the future, they are a crucial weapon against the enemies of Arkadia. The most powerful among them, an ancient Scyllaean elf called the Oracle, lives upon Mount Hyperius in the depths of Hyperius' greatest temple. There she whispers words of prophecy, recorded by the temple adepts. Kings and queens of Arkadia seek her wisdom, and great heroes are sometimes called to undertake momentous quests to avert her portents of doom. 1st identify, find familiar 3rd augury, detect thoughts 5th sending, clairvoyance 7th divination, locate creature 9th commune, contact other plane
39 (+ fl ("ffi %ffl ffi)*) Druids of the Circle of Beasts are shapechangers, masters of many forms capable of turning not only themselves but also their allies and even their foes into wild beasts. They often live as wanderers or secluded hermits, in deep wilds or on mist-shrouded islands. They keep company with beasts and fae, for most folk avoid these mystics and the places they call home, thinking them dangerous enchanters or witches. ffl* %ffl %(#) When you choose this Circle at 2nd level you can use your Wild Shape on a willing creature within 30 feet to transform them into a beast with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level or until they choose to end the effect early by using a bonus action on their turn. /( fl "fl fi&ffi Starting at 2nd level, you can use your Wild Shape feature a number of times equal to your Wisdom modifier (minimum 2) instead of twice. You regain all expended uses when you finish a short or long rest.
3: fi&ffifi$ffffi( Beginning at 6th level, when you use your Wild Shape to transform yourself or a willing creature into a beast with a challenge rating as high as ¼, you may do so without expending a use of Wild Shape. "fl +()ffi At 10th level you gain the ability to use Wild Shape on an unwilling creature within 30 feet of you. When you use Wild Shape on an unwilling creature, the creature is forced to make a Wisdom saving throw or be transformed into a beast of your choosing with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level but the creature can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends and they revert to their normal form. *(%$ %ffl fi$ffffi) At 14th level you gain the ability to change the forms of multiple creatures simultaneously. You can use Wild Shape on any number of creatures within range as a single action, expending a charge of Wild Shape for each creature. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a wooden shield or (b) any simple weapon • (a) a spear or (b) any simple melee weapon • Leather armor, a traveler's pack, and a druidic focus Agents of Change The Circle of Beasts are the druids of Phaedrus, trickster god of change and passion. Like their patron, they seek to stir the animal instinct in those around them, eager to remind mortals that they are in fact beasts, full of feral desire bubbling just below the surface. They are experts at bringing this desire out, whether through wine, subtle trickery, or a gentle nudge in the right direction. They are often mysterious figures, traveling the wild places alone or in the company of Fae and beasts, until they sense their services are needed. Then they emerge from the forest, bringing revels to a returning army or farming village exhausted from long labor, rivers of wine to the thirsty, bounteous feasts to the hungry, and, when required, punishment to the rigid and oppressive, those rulers whose love of order and deprivation become too strong. Such druids are feared by tyrants across Arkadia, for there are tales of such wanderers — Phaedrus themself in disguise — who tear them down from their thrones and remind them what they are, often by turning them into whatever beast they seem most like, humiliating them and stripping them of power for their own good and the good of Arkadia. Though Phaedrus calls to all, many of their druids are hill dwarves and Phaedran, and the hills of Illyria are lush with their blessings. Druids of the Circle of the Land often follow Thessa, and are bound to the sea and its secret power, living solitary lives along the coasts and among the islands. Druids who take the form of powerful beasts under the moon often hunt in Oreya's name.
41 fffi*ffi( %&" *ffi The hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. The hoplite’s discipline and tenacity set them apart from other fighters. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes. fi"$. * ) Starting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. If you move half your speed or less on your turn, at the end of your turn, you and allies within 5 feet of you, receive a +1 bonus to AC until the start of your next turn. If you are wielding a shield, you and these allies gain +2 bonus to AC instead. A creature can only benefit from this feature from one Fighter at a time. $ffi(ffi!ffi( Starting at 3rd level, your learn to overwhelm foes with vicious attacks. If no allies are within 5 feet of you, as a reaction to hitting a creature with a melee weapon attack, you can immediately make an additional melee attack with your shield or the butt of your weapon. The weapon’s damage die for this attack is a d4 + your Strength or Dexterity modifier and it deals bludgeoning damage. A creature damaged by this attack
42 Spears of Arkadia Arkadia is a land of conflict and war, and fighters are the tip of the spear, leading elite vanguards and holding the line against overwhelming odds on every battlefield. Whether facing down the monstrous armies of the titans or waging war against a rival Arkadian city, fighters are the backbone of every army, champions whose names are known and whispered with reverence among the rank and file, their inspiring deeds turning the tide of even the fiercest conflict. Hoplites are the pride of Kryta, martial city of Krytos, god of war. They are trained from the time they can hold a spear for strength, courage, and ferocity, and their reputation precedes them across Arkadia. Krytan hoplites are prized as mercenaries, and many leave home to lead armies in foreign wars, or serve as elite bodyguards for powerful rulers and mystics. Often they do this to spread the fame of their proud homeland, and prove the strength of their mighty god Krytos to all Arkadia. has disadvantage on attacks against you until the start of your next turn. +(ffi *( flffi Starting at 7th level, your base walking speed is increased by 10 feet and you cannot be shoved or knocked prone. Allies within 5 feet of you have advantage on saving throws against effects that would shove them or knock them prone. ffi(%@) fl,$ffi At 10th level you learn to close on enemies with surprising speed and coordination. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn. Allies within 5 feet of you may use their reaction to move up to the same distance but must end their movement within 5 feet of you. %#(flffi) $ (#) Beginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack agaisnt the attacking creature. +*fi"ffi)) flffi$ffi By 18th level your speed and skill have become unsurpassed. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a weapon attack, you deal additional damage equal to your fighter level. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) heroic panoply or (b) leather, recurve bow and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a shortbow and 20 arrows or (b) four javelins • A traveler's pack
43 %$! / %ffl *fiffi "fl *%( Monks who follow the Way of the Gladiator live and die on the bloody sands of the arena in pursuit of glory, gold, and perfection of their martial art. From the dirty fighting of the pits to the flashy spectacle of grand coliseums, there are few who can match their skill with a bronze blade and wrapped fist. %#*$*@) # * Starting at 3rd level you specialize in an exotic signature weapon, such as a trident, net, or khopesh. The weapon can be any simple or martial melee weapon that does not have the heavy or two handed property. Weapons of the chosen type are considered monk weapons for you. The first attack you make each round with a monk weapon has advantage. ")fi %ffl (%$0ffi Starting at 6th level your attacks with monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, whenever you are able to make an unarmed attack, you may spend 1 ki point to make the attack with your monk weapon instead, if you are wielding one. This attack deals bonus damage equal to your Martial Arts die. +&ffi( %( &&%$ffi$* Beginning at 11th level you can enter a special meditation that prepares you for battle. Following a
44 long rest, the next attack you make with a monk weapon you may treat the d20 roll as a 20, scoring a critical hit. "%( %+) &ffi*"ffi Beginning at 17th level, when another character’s turn ends, you may take an immediate additional turn this round. During this turn you have advantage on all Acrobatics, Athletics, and Performance skill checks. You must complete a short rest before you can use this feature again. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a bronze shortsword or (b) any simple weapon • (a) a sling and 20 bullets or (b) four javelins • A traveler's pack Exotic Combatants Arkadian monks are masters of unconventional combat. The gladiator's style is flashy and bold, designed to thrill and entertain. Gladiators are always testing themselves, pushing their limits to achieve excellence. They must be the best, able to fight any foe under any conditions, for to be otherwise means death. Often they are not Arkadians at all but helots, captured slaves or criminals trying to earn their citizenship and freedom through bloody service on the sands of the coliseum, or as private performers or personal guards. Such a background is common among the orcs of Arkadia, and many free orcs still sing songs of the famous gladiators of old, who earned their people freedom on the sands of the coliseums and fighting pits of Kryta and Illyria. Free Arkadians drawn by promise of wealth and fame also pursue the gladiator's path, seeking to test themselves in combat under the gaze of teeming crowds. Many gladiators, having made a name for themselves in the stadium, continue on to acts of heroism and glory in the wider world, to the inspiration and delight of their many fans. Arkadian monks of the Way of the Open Hand are called pankratiasts, practicing an exotic style of hand to hand combat developed in Illyria as equal parts art form and martial style, and as such it is highly performative, akin to a brutal dance. Monks who specialize in stealth are known to serve Crixys as faceless assassins and hunters of those who serve the Worm, and monks who wield the power of the elements comprise a small Hyperian sect embodying the wrath of the gods.
45 "fl $ *fi %ffl +flff#ffi$* The Oath of Judgment is taken by paladins who emulate the kings of old, tempering wrath with law and strength with wisdom. From their throne they wield the powers of judge, jury, and executioner, smiting those they deem their foes. Storm and lightning represent the sudden, irrevocable, and inescapable nature of their judgment. Oath of Judgment Spells Paladin Level Spells fi$$ffi" , $ */ When you take this oath at 3rd level, you gain the following two Channel Divinity options. Fulminating Smite. As a bonus action you imbue your weapon with lightning. Until the end of your turn, your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for these attacks. These attacks also deal 1d8 bonus lightning damage. When you make a ranged attack in this way, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. 3rd thunderwave, command 5th shatter, branding smite 9th call lightning, lightning bolt 13th banishment, guardian of faith 17th destructive wave, banishing smite
46 Exile. As an action you can use your Channel Divinity to turn humanoids. Each enemy humanoid within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned until the end of your next turn or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. +( %ffl *fiffi $ff Beginning at 7th level, your commanding presence saps the will from your foes. Enemies who begin their turn within 10 feet of you lose an amount of movement equal to half their speed until the end of their turn. At 18th level the range of this aura increases to 30 feet. /ffi ffl%( $ /ffi Starting at 15th level, when you are damaged by a melee attack, the attacker must succeed on a Dexterity saving throw against your paladin spell save DC or take lightning damage equal to half your paladin level. ,*( %ffl +flff#ffi$* At 20th level you can use an action to channel your wrath for 1 minute, gaining the following benefits: • You have resistance to all damage, and immunity to lightning and thunder damage. • Your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for the attack. • Your weapon attacks score critical hits on a roll of 18, 19, or 20 on the d20. Once you use this feature, you can’t use it again until you finish a long rest. ffi$ffi*) The tenets of the Oath of Judgement echo the sacred laws of ancient kings, handed down throughout the ages. Temper Strength with Wisdom. As a king you must possess both the shrewdness to make sound judgments and the power to enforce them. One without the other is folly. Majesty. Your power is that of a king; if you wish to command the respect and authority of a king so too must you bear the responsibility and dignity of a king. Wrath. Once passed, your judgment is absolute. Mercy can be given, but not after the verdict has been decided. Only blood can pay for blood. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: Paladin • (a) a martial weapon and a shield or (b) two martial weapons • (a) five javelins or (b) any simple melee weapon • (a) a priest's pack or (b) a traveler's pack • A heroic panoply and a holy symbol
47 3rd guiding bolt 5th warding bond 9th haste 13th deathward 17th telepathic bond $ffffi( #0%$ Amazons are wild hunters who turn their deadly arts to the defense of others. Armed with uncanny instincts and unerring precision, they stand sentinel over their allies in battle and protect those who cannot protect themselves. #0%$ $ ff Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Amazon Spells table. These spells counts as ranger spells for you but don’t count against the number of ranger spells you know. Amazon Spells Ranger Level Spells ff "$ffi When you choose this path at 3rd level, your protective instincts sharpen. If a creature you can see within range attacks an ally, you can use your reaction to attack that creature after the attack is rolled but before the triggering attack deals damage.
48 $$ $ff "%-) Beginning at 7th level, you learn to harry foes with your attacks. When you damage a creature with a weapon attack, its next opportunity attack has disadvantage until the start of your next turn. +$*(ffi))@ *( !ffi By 11th level, you can focus your skill into a single, perfect strike against a foe’s most vulnerable points. As an action, you can make a weapon attack with advantage. On a hit, the target also has disadvantage on the next attack it makes before the start of your next turn. +ffi"" At 15th level, if a creature within range forces you to make a Dexterity saving throw, such as a hydra's fiery breath, you may use your reaction to immediately make one weapon attack against it. If your attack hits, in addition to its normal effects, you and all other creatures forced to make the Dexterity saving throw automatically succeed. You can make this special attack even if you have already used your reaction this round. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) Bronze cuirass or (b) leather armor • (a) two bronze shortswords or (b) two simple melee weapons • (a) a hunter’s pack or (b) a traveler's pack • A recurve bow and a quiver of 20 arrows Swift Sentinels Rangers in Arkadia are fierce protectors of the weak. Amazons are the chosen hunters of Oreya, the most skilled archers and trackers in all Arkadia. They patrol the wild places of the world, the vast forgotten wilderness and untamed borderlands where feral Fae and the monstrous spawn of titans roam unchecked, culling their numbers and watching for signs of greater threats on the horizon. They are the wardens of Arkadia, and stand among the titans' most bitter enemies. Oreya's chosen fight on all fronts, patrolling the mountains of Gargaros on the lookout for orc raids, protecting Ithean sailors from swarming merrow, supporting the Krytan army against gorgon hordes, and patrolling the Arkadian roads, warding the common folk against bandits and feral Fae. Many make a living as monster hunters, hired by kings and generals to take down fierce beasts when all others have failed. Oreyan elves have a proud ranger tradition, and some of the fiercest amazons are among their number. Rangers of the Hunter archetype are common in Crixos, where they hunt powerful undead and corrupted Fae, and Phaedran hunters have been known to hunt with animal companions owing to their strong ties to nature.
49 %ff+ffi ( !)*ffi( The tools of your trade are a silver tongue and wit keener than any blade. Those who fit this archetype are often as foolish as they are wise, talking themselves into trouble as often as they do out. Armed with clever words and cunning plans, tricksters make for unlikely heroes with tales of their acts of canny bravery and skillful deceit becoming the stuff of legend. *ffifl Starting when you choose this archetype at 3rd level, when you have advantage or disadvantage you must roll 3d20 instead of 2d20. If you have advantage, use the highest of the three rolls. If you have disadvantage, use the lowest of the three rolls. "ffi,ffi($ffi)) Beginning at 3rd level you can use your Cunning Action to give an ally within 30 feet that can see or hear you advantage on an attack roll or ability check until the start of your next turn. +$$ $ff "$ Starting at 9th level you can spend 10 minutes making a specific plan. Choose a number of friendly creatures up to to your Charisma modifier (minimum 1). When each of these creatures carries out a predetermined action within the next hour they will have advantage on that action. You can’t use this feature again until you finish a short rest.
4: + "ffi By 13th level your wits are unfailing. If your total for a Charisma skill check or saving throw is less than your Charisma score, you can use that score in place of the total. You can’t use this feature again until you finish a short rest. ffi(%@) ( ! At 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. You can’t use this feature again until you finish a short rest. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a bronze sword or (b) a khopesh or (c) a bronze shortsword • (a) a short bow and quiver of 20 arrows or (b) a bronze shortsword • (a) a hunter’s pack or (b) a traveler's pack • Leather armor, two bronze daggers, and thieves' tools Tempters of Fate Arkadian rogues are enterprising explorers, cunning leaders, and clever tacticians, endlessly seeking wealth and power no matter the odds. Invariably well-spoken, charming, and ingenious, tricksters hatch brilliant, daring schemes, turning from rags to riches and back again. Such rogues thrive in Illyria, a chaotic city of wealth and political intrigue, where they rule the noble houses, each seeking to outmaneuver the others. Many rogues hail from the Illyrian nobility themselves, or eventually find themselves caught up in their games, gravitating toward the status and coin they offer. Others are spread far and wide, earning the favor of kings and queens and directing events in their favor. Less politically inclined rogues become smugglers and tomb raiders, bandits and treasure hunters, sailing as far as distant Nys and Psysseria to bring back exotic, forbidden wares in defiance of the Ithean fleet. Rogues notoriously defy not only Arkadian law, to the consternation of Hyperium and its consuls, but the gods themselves, trusting their wit and cunning to see them through against any obstacle. Some devout rogues honor Lyria, sharing her love of gold, while even more honor Phaedrus, god of trickery and cunning, who delights in all their exploits whether they praise him or no. Thieves find a home in Illyria among the guilds, or among smugglers and bandits. Whispers speak of an elite sect of assassins who serve Crixys, killing for coin in the name of their patron god. Rogues who seek arcane power are notorious in Ithea, leading voyages into sunken Scyllaea in search of arcane relics and priceless lost treasure
51 %(ffi(ffi( ffi# ff%fl "%%fl" $ffi Your innate magic comes from your ancestral ties to the gods themselves. Often, such sorcerers do not know the details of their descent, save that ancient power flows through their veins from a time when gods and mortals once freely mingled. Some lineages pass down myths or legends about their origin, while others claim direct descent from the coupling of a mortal and deity. ,%( %ffl *fiffi %fl) Beginning at 1st level, you can use Charisma instead of another attribute for an ability check. You can use this a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest. %(ffi %ffl "" From 6th level onwards, your foes find it an act of will to resist the force of your spells. If a creature succeeds a saving throw against a spell you cast of 1st level or higher, it has disadvantage on its next attack made before the start of your next turn.
52 fi(%+flffifl ))ffffi Starting at 14th level, you gain the ability to conceal your brilliant presence from mortal eyes. As an action, you may become invisible. Anything you are wearing or carrying is invisible as long as it is worn or carried. This effect ends if you attack or cast a spell. )ffi$fl$* (ffi)ffi$ffi At 18th level you gain the ability to appear as a glorious deity to those around you. You can use your bonus action and spend 5 sorcery points to emanate the presence of a god. All creatures that can see you are forced to make a Wisdom saving throw or suffer disadvantage on all saving throws caused by your spells and abilities for the next hour. The target succeeds automatically if it is immune to being charmed. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: Sorcerer • (a) a sling and 40 bullets or (b) any simple weapon • (a) an arcane focus • Two bronze daggers and a traveler's pack Children of the Gods Sorcerers in Arkadia possess the spark of the divine in their blood. They are the fading legacy of the Age of Gods, when long ago the gods walked Arkadia in the flesh and mingled with mortals. Some consider it a gift, others a curse; for sorcerers are fated to play a pivotal role in the age of heroes, wielding an innate power that cannot be hidden or ignored, the raging fire of divinity coursing through them. Arkadians honor and fear sorcerers in equal measure, as they honor and fear the gods themselves. Sorcerers are most welcome in Ithea, where they are considered the children of Thessa, blessed with arcane gifts which are the envy of the philosophers, who are eager to study and learn from their powers. Sorcerers are also celebrated in Illyria, as much for their exotic beauty as for their power, and many call them children of Lyria. Hyperium claims all sorcerers to be the children of Hyperius, for no other could grant such power, and it must be channeled for the good of Arkadia. Regardless of the parentage they claim, most sorcerers are born among the humans, Scyllaean elves, and Phaedran, lending credence to their ties to Hyperius, Thessa, and Lyria. Monstrous draconic sorcerers are said to be cursed with the blood of the titans, and sorcerers whose powers are wild and unpredictable are said to bear the mark of Phaedrus.
53 ("%! fiffi ffifl $ff Your patron is a powerful undead being who, through dark magics, commands the forces of death and eternal life. Such entities desire to preserve their unending life above all else. They seek immortality by amassing power and controlling other undead and living servants. Beings such as this include ancient wraiths and powerful necromancer- liches like the Black Pharaohs of the Nyssian drow. $ffi(*fiffifl "flffi) Starting at 1st level, your patron grants you the power to draw on the remains of the ancient dead to shred your foes. As an action you can temporarily draw ancient bone fragments from the ground to swirl around you. The gyre of bones collapses within 1 minute or if it moves more than 60 feet from you. As a bonus action, you can have the bone shards move up to 60 feet and attack a creature within 5 feet using your spellcasting ability modifier, dealing 1d8 + your spellcasting ability modifier piercing damage on a hit. Once you use this feature, you can’t use it again until you finish a short or long rest. fi#" $ff ffi(,$* When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid
54 within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction. Once you use this feature, you can’t use it again until you finish a short or long rest. )&ffi* %ffl $flffi*fi At 10th level, your patron gifts you with some aspects of undeath. You become immune to disease and gain resistance to poison and necrotic damage. (&& $ff) %ffl *fiffi $ff Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction. Dead King Expanded Spells Spell Level Spells '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a sling and 40 bullets or (b) any simple weapon • (a) a philosopher's pack or (b) a traveler's pack • Leather armor, any simple weapon, two bronze daggers, and an arcane focus 1st inflict wounds, ray of sickness 2nd blindness, gentle repose 3rd vampiric touch, feign death 4th giant insect, black tentacles 5th contagion, insect plague Servants of the Titans Warlocks in Arkadia are the servants of the titans. The Dead King Patron described in this section is made for use with the dead Worm titan of Nys. Patrons laid out in other books can be easily converted to fit the setting. For example, a warlock who serves the Great Hydra titan in the ruined, hellish landscape of Gargaros could be beholden to the Fiend patron. Similarly, a warlock who serves the abyssal Maw could be mapped onto the Great Old God, while a warlock bound to the Mother of Monsters could use the Fey patron, filled with enchantment and beguilement.
55 0(fl fi%%" %ffl fi "%)%&fi/ As a member of the School of Philosophy you are as much a theorist as you are a practitioner of arcane arts. A student of magic, you do not focus on a single school but seek to use logic and methodology to explore all mystical secrets. Other schools denounce the rhetoric of these so-called philosophers, often faulting them for sharing the esoteric teachings that most seek to keep to themselves. )*ffi(@) ffifi $ff) When you choose this school at 2nd level, you replace your spellbook with a magical scroll. The scroll acts as an arcane focus. When you prepare your spells each day, you can prepare an additional number of spells equal to your Intelligence modifier (minimum 1). fi "%)%&fiffi(@) ffi+!ffi Starting at 6th level, your mastery of magical discourse allows you to efficiently counter hostile magic. Whenever you use dispel magic or counterspell to successfully end a spell, you regain one expended spell slot. The slot you regain must be of a lower level than the spell you cast and can’t be higher than 5th level.
56 The Prometheans Arkadian wizards are the stewards of lost lore, keepers of the secret power of the immortals. The school of philosophy is at the Acropolis in Ithea, home of their most treasured possession and the catalyst of all arcane lore in Arkadia: the Synian Stone. A gift from the Scyllaean elves, the Synian Stone is an ancient relic of the Age of Gods rescued from Scyllaea before she sank beneath the waves. The stone is a cypher, a key that unlocks the world, granting mortals power akin to the gods and titans of old. While the rest of Arkadia looks to the future, the wizards delve into the past, yearning to reclaim the wonders of a lost age when the gods walked among mortals and bent reality to their will. Their patron is Thessa, goddess of secrets, and they unravel the mysteries of the past in her name. They sail the mist- shrouded ruins of sunken Scyllaea in search of the lost knowledge of the Scyllaean elves, once the unparalleled masters of the arcane, their lost city an island of unimaginable splendor and magic. Many Scyllaean elves seek to reclaim this heritage, and are among the mightiest Arkadian wizards. In Crixos, the school of Hekamn delves into the dark secrets of necromancy, transmutation, and alchemy under the guidance of enigmatic Nyssian exiles. The decadent Illyrian school tutors the wealthy and gifted in the arts of enchantment and illusion, while the Hyperian college trains war- wizards and scryers in the practical magics of evocation and divination. ($ffi /#&%) +# Beginning at 10th level you gain the ability to share your arcane teachings with others. When you prepare a 1st level wizard spell during a long rest you may choose a number of willing creatures who can hear and understand you, up to your Intelligence modifier (minimum 1). These creatures gain the ability to cast this spell once at its lowest level without expending a spell slot and requiring no material components. Intelligence is the spellcasting ability for spells cast in this way. Creatures lose the ability to cast the spell in this way 8 hours after the spell is prepared. ff$+# &+) By 14th level your scroll has become a masterwork of arcane philosophy. You gain the ability to cast a spell of 3rd level or lower with a casting time of one action as if it were your highest level spell slot. Casting a spell in this way does not expend a spell slot. You must complete a long rest before you can use this feature again. '+ &#ffi$* You start with the following equipment in addition to the equipment granted by your background: • (a) a staff or (b) a bronze dagger • (a) a philosopher's pack or (b) a traveler's pack • A mystic scroll (which serves as a spellbook) and an arcane focus
57 *(* $ff '+ &#ffi$* The starting equipment you get from your class includes a collection of bronze age adventuring gear, put together in a pack. The contents of these packs are listed here. Entertainer’s Pack. Includes a pack, a blanket, 2 ceramic masks, a disguise kit, a bronze mirror, a lamp, 2 flasks of oil, 2 days of rations and a full wineskin. Hunter’s Pack. Includes a satchel, a pouch of 20 caltrops, a net, 10 feet of leather cord, a torch, flint and tinder, 2 days of rations and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Philosopher's Pack. Includes a small chest or satchel, 2 cases for maps and scrolls, a set of fine clothes, 2 wax tablets, a stylus, a lamp, 2 jars of oil, 10 scrolls of papyrus, a glass vial of perfume, sealing wax, a block of incense, 2 days of rations and a full wineskin. Priest's Pack. Includes a pack, a blanket, 10 candles, flint and tinder, a small statue of a god, 2 blocks of incense, a censer, vestments, 2 days of rations, a waterskin. Traveler’s Pack. Includes a satchel, a blanket a small copper knife, 2 torches, flint and tinder, 10 days of rations and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. ffi"*fi This book uses standard coinage (Copper, Silver, and Gold), but in Arkadia, citizens refer to their money by many different names. There is no central mint, as coins are created by each city. The Arkadia Currency table summarizes the various polis' coinage and its value. Crixian Masks. Crixos casts coins of dull lead. On either side they are marked with a worn faceless mask. Used in funeral rites, these lead coins are placed over the eyes of the dead to buy them passage to the plains of Lycium in the underworld. These leaden coins are worth the same as copper coins and are called Masks. Krytan Shields. The bronze coins of Kryta are made from the same metal as of Krytan weapons and armor. On one side they bear the faces of heroes, great warriors, favored gladiators, or distinguished commanders. It is the highest honor to have one’s likeness struck on a Krytan coin. On the reverse side, they bear a shield with crossed blades, the symbol of Kryta. These alloyed coins are worth the same as silver coins and are called Shields. Ithean Tridents. The silver coins of Ithea are often tarnished black by time and ocean spray. On one side they bear the weathered faces of old senate consuls, crusted in green rime. On the other rests a trident, symbol of Ithea and the sea. These tarnished coins are worth the same as silver coins and are called Tridents. Illyrian Lyres. Illyria does not mine its own gold, though they do mint coins, melted down and formed from those of their neighbors. Coins from Hyperium and Psysseria are recast into smaller, thinner, gold coins. These coins are used as tokens in the city for entrance to theaters, coliseums, and brothels. On one side is the beautiful form or face of Lyria or a fae; on the back, a lyre. These small coins are worth the same as five silver coins and are called Lyres. Hyperium Bolts. The coins of Hyperium are the most widely used coins in all Arkadia, and can be found in every city. Produced by the dwarves of the mountain, they are minted to a precise standard of weight and purity. On their face, they are crowned with the likenesses of kings of old, for they consider it hubris to use the face of a king still living. The back holds the motif of a crashing lightning bolt. These coins are worth the same as gold coins and are called Bolts. fi&*ffi( 4; '+ &#ffi$*
58 (#%( $fl fi ffi"fl) fffi* (#%( Light Leather. Favored by gladiators and poor soldiers, this boiled leather armor offers minimal protection. It consists primarily of a thick, broad belt and one or two segmented arm and shoulder guards harnessed by leather straps. Heavy Leather. The centerpiece of a set of heavy leather armor is its fitted chest, boiled, molded, and hardened in the image of a muscled torso. Such armor often incorporates studded leather tassets that hang down for further protection. Such armor may be simple with little detail, or ornate with bronze motifs. ffifl +# (#%( Hide. This armor is leather or heavy leather with the added protection of the pelt of a great beast, such as a lion or boar slung over the shoulder or draped as a hood or cloak. From kings to orcs, such trophies carry symbolic weight and are worn for more than the mere protection the hide offers. Bronze Cuirass. A simple bronze breastplate and backplate, held together by leather straps. Heroic Cuirass. A fitted bronze breastplate and backplate, sculpted to depict the stylized musculature of the chest and abdomen of the warrior beneath. Such armor often incorporates studded tassets that hang down for further protection.
59 ffi,/ (#%( Heroic Panoply. This full set of bronze armor consists of multiple pieces centred around a heroic cuirass. It includes bronze bracers and greaves as well as a corinthian helm, sometimes crested with a plume of bristling horse hair. Plate. This set of armor is wrought from thick, closeset bronze plates. The plates cover the torso and shoulders, and hang down in a plated skirt almost to the knee. This armor includes bronze bracers, greaves, and a helm embossed with raised shapes or set with precious stones. Dwarven Plate. This set of armor is made of heavy overlapping bronze segments. Beaten bronze sheets rise to protect the shoulders and neck and descend to hang from the waist in a skirt of overlapping layers. This armor includes thick bronze bracers, greaves, and a raised helm. fi ffi"fl) Shields vary in style throughout Arkadia, though their protective merits are similar. The most common shields, favored by hoplites, are large and round, made of wood and plated in bronze. Soldiers’ shields in this style often feature the symbol of their city's patron god while mercenary companies and sailors wear their own designs. Many other styles of shield exist; the dwarves of Erebos favor wide tower shields and the Oreyan elves use light crescent-shaped shields.
5: Armor Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Light Leather 10gp 11 + Dex modifier — — 8lb. Heavy Leather 50gp 12 + Dex modifier — — 14lb. Medium Armor Hide 10gp 12 + Dex modifier (max 2) — — 10lb. Bronze Cuirass 200gp 14 + Dex modifier (max 2) — Disadvantage 30lb. Heroic Cuirass 400gp 15 + Dex modifier (max 2) — — 25lb. Heavy Armor Heroic Panoply 750gp 16 Str 13 Disadvantage 45lb. Plate 1500gp 17 Str 15 Disadvantage 60lb. Dwarven Plate 2000gp 18 Str 17 Disadvantage 90lb. Shield Shield 10gp +2 — — 8lb. Weapons Name Cost Damage Weight Properties Simple Melee Weapons Bronze Dagger 2gp 1d4 piercing 1lb. Finesse, light Club 1sp 1d4 bludgeoning 2lb. Light Great Club 2sp 1d8 bludgeoning 10lb. Two-handed Javelin 5sp 1d6 piercing 2lb. Light, thrown (range 30/120) Spear 1gp 1d6 piercing 3lb. Thrown (range 20/60), versatile (1d8) Staff 2sp 1d6 bludgeoning 3lb. Versatile (1d8) Simple Ranged Weapons Shortbow 25gp 1d6 piercing 2lb. Ammunition (range 80/320), two-handed Sling 1sp 1d4 bludgeoning — Ammunition (range 30/120) Martial Melee Weapons Bronze Mace 10gp 1d8 bludgeoning 4lb. Bronze Shortsword 15gp 1d6 piercing 2lb. Finesse, light Bronze Sword 25gp 1d8 slashing 3lb. Finesse Giant Club 10gp 1d12 bludgeoning 12lb. Heavy, two-handed Khopesh 30gp 1d8 slashing 3lb. Finesse Sarisa 5gp 1d10 piercing 16lb. Heavy, reach, two-handed Trident 10gp 1d6 piercing 4lb. Versatile (1d8), thrown (range 20/60) War Spear 5gp 1d8 piercing 4lb. Versatile (1d10), thrown (range 20/60) Whip 2gp 1d4 slashing 2lb. Finesse, reach Martial Ranged Weapons Net 1gp — — Finesse, thrown (range 5/15), special Recurve Bow 50gp 1d8 piercing 3lb. Ammunition (range 150/600), heavy, two-handed
61 ( $!ffi*) When you create a character you can roll once on this trinket table to gain a trinket in addition to the standard starting equipment available to your class. You can also to choose to select a trinket directly, or use the table as inspiration to create your own. You can do the same with the Trinket Origin table. fi &) Ships are a vital part of life in Arkadia, bounded as it is on three sides by the sea and surrounded by numerous uncharted islands. Most of its major cities are along the coast. Ithea has a proud navy and Illyria relies on merchant ships for trade. In this section you will find rules for several types of vessels. They are described in terms of the rules used for objects found in other books. Ships are comprised of sections. Each section has 200 hit points. If half or more of a ship's sections are destroyed it begins to sink. A ship with fewer than half its sections destroyed can be repaired. Repairs to a damaged ship can be made while it is moored in a harbor. Repairing 1 destroyed or damaged section requires 1 month with appropriate materials and labor. It is up to your game master to decide the price or other cost of such repairs. ffi(fi$* fi & Gargantuan object Sections: 1 Armor Class: 15 Speed: 4 miles per hour (35 feet per round) Damage Threshold: 10 Damage Immunities: poison, psychic Damage Vulnerabilities: fire Merchant ships are small vessels used by fishermen, traders, and explorers. They can be crewed by as few as two sailors. They have a large storage space below deck for fish, trade goods, or provisions. They can carry a full cargo and half a dozen passengers, or a dozen passengers and a light cargo of essential provisions. ffi$*ffi%$*ffi( Gargantuan object Sections: 3 Armor Class: 15 Speed: 4 miles per hour (35 feet per round) Damage Threshold: 15 Damage Immunities: poison, psychic Damage Vulnerabilities: fire Penteconters are medium vessels of an old design, still favored by heroes and pirates alike. They have a single row of oars down each side, summing fifty in all, and an oarsman to each. The rowers are typically warriors; the hero’s company or a pirate’s raiding party. Storage space below deck is limited, and these ships must stay close to the coast or chart direct routes through open water. To support such a large crew, they must harbor frequently to barter or pillage supplies. 1 A set of knucklebone dice 2 A carved wooden dryad figurine 3 A small cracked bronze statue of a god 4 Old panpipes with only three notes 5 The hilt of a broken bronze sword 6 A heavy brass signet ring 7 A lead coin bearing your own face 8 A cracked bone flute 9 A lead sling bullet with an inscription 10 A wicked arrowhead shaped like a scorpion 11 A blue stone scarab, covered in hieroglyphics d20 Trinket 12 A sealed scroll 13 An ornate bronze stylus 14 A curved copper embalming knife 15 A fragment of a painted clay vase 16 A thin golden sprig from a crown of laurels 17 A black glass perfume vial, smelling of the sea 18 A yellowing ivory comb with a lion motif 19 Several links of thick, corroded chain 20 A tall man’s mummified finger Trinkets 1 A gift from an oracle 2 An heirloom from an ancestor 3 A token from a lover 4 A trophy from a foe 5 A gift from a mentor 6 A present from a peer 7 A tribute from a rival 8 A payment for a debt owed 9 You made it 10 You stole it 11 You traded for it at a market Trinket Origin d20 Trinket 12 You won in a wager or gamble 13 You unearthed in a field 14 You took it from a dead man 15 You recovered from a wrecked ship 16 You found it lost among a crowd 17 You always remember having it 18 It was loaned by a lost friend 19 It turned up after a night of drinking 20 It remained on waking from a dream